This paper aims at enhancing Cultural Heritage in several ways. Using Augmented Reality and Virtual Reality technologies, we seek to highlight the advantages of understanding and applying hyper worlds in cultural, sociological, psychological and educational fields. For this purpose, we suggest the inclusion of social serious games as the perfect link to a more productive and pleasant experience for users and a more accurate analysis of simulated cultural environments for researchers
This presentation will discuss the opportunities created by the availability of 3D game technologies...
Integrating game-based approaches with learning constitutes a prevailing trend in education and trai...
The final authenticated version is available online at https://doi.org/10.1007/978-3-030-37191-3_15©...
International audienceImmersive technologies such as virtual environments and augmented reality have...
Although the widespread use of gaming for leisure purposes has been well documented, the use of game...
Although the widespread use of gaming for leisure purposes has been well documented, the use of game...
How can we transmit the values and interpretations of cultural heritage (using virtual reality) in w...
A multimedia approach to the diffusion, communication, and exploitation of Cultural Heritage (CH) is...
© 2018 ACM. A multimedia approach to the diffusion, communication, and exploitation of Cultural ...
The paper describes and evaluates a recent project in Aalborg, Denmark, dealing with the communicati...
International audienceOur research deals with the development of a new type of game‐based learning e...
In these last years, video games have become one of the most popular entertainment for children/teen...
Advances in Cultural Heritage (CH) representation and presentation technologies are explored concern...
International audienceOur research deals with the development of a new type of game-based learning e...
A multimedia approach to the diffusion, communication, and exploitation of Cultural Heritage (CH) is...
This presentation will discuss the opportunities created by the availability of 3D game technologies...
Integrating game-based approaches with learning constitutes a prevailing trend in education and trai...
The final authenticated version is available online at https://doi.org/10.1007/978-3-030-37191-3_15©...
International audienceImmersive technologies such as virtual environments and augmented reality have...
Although the widespread use of gaming for leisure purposes has been well documented, the use of game...
Although the widespread use of gaming for leisure purposes has been well documented, the use of game...
How can we transmit the values and interpretations of cultural heritage (using virtual reality) in w...
A multimedia approach to the diffusion, communication, and exploitation of Cultural Heritage (CH) is...
© 2018 ACM. A multimedia approach to the diffusion, communication, and exploitation of Cultural ...
The paper describes and evaluates a recent project in Aalborg, Denmark, dealing with the communicati...
International audienceOur research deals with the development of a new type of game‐based learning e...
In these last years, video games have become one of the most popular entertainment for children/teen...
Advances in Cultural Heritage (CH) representation and presentation technologies are explored concern...
International audienceOur research deals with the development of a new type of game-based learning e...
A multimedia approach to the diffusion, communication, and exploitation of Cultural Heritage (CH) is...
This presentation will discuss the opportunities created by the availability of 3D game technologies...
Integrating game-based approaches with learning constitutes a prevailing trend in education and trai...
The final authenticated version is available online at https://doi.org/10.1007/978-3-030-37191-3_15©...